Eksplorasi Tuturan dan Dinamika Bahasa Remaja di Dunia Game Online: Perspektif Psikolinguistik

  • Ninah Hasanah Institut Pendidikan Indonesia Garut
  • Eldi Mulyana Institut Pendidikan Indonesia Garut,
  • Husna Epril Qinantri Institut Pendidikan Indonesia Garut
Keywords: psycholinguistics; adolescent speech; online games, language dynamics, slang, code switching

Abstract

This study explores adolescents' speech and language dynamics in the context of online gaming from a psycholinguistic perspective. Linguistic variation in this digital space is viewed as a unique reflection of cognitive processes, language production, and social affiliations. The primary objective is to analyze how adolescents construct, process, and use non-standard language, slang, and code-switching and code-mixing patterns for effective communication and the construction of group identity in a fast-paced gaming environment.

The case study method used was a descriptive qualitative approach. Data were obtained from participant observation of game interactions and in-depth interviews with adolescent participants (aged 15–20 years). Data were transcribed and analyzed using a social psycholinguistic framework, focusing on aspects of language production and comprehension (language processing), as well as lexical variation.

The results show that adolescent speech is dominated by extreme lexical creativity, including novel slang, acronyms, and game-specific lexis. This phenomenon serves as a marker of cognitive processing speed and social boundaries. Code-switching and code-mixing patterns, especially between Indonesian and English, frequently occur for time efficiency and emotional expression. Psycholinguistic, these dynamics reflect high linguistic flexibility and rapid cognitive adaptation to real-time communication. The study concludes that the online gaming world plays a vital role as a language incubation arena, providing in-depth insights into the mechanisms of adolescent language adaptation in the evolution of digital communication.

Downloads

Download data is not yet available.

References

Amrani, F. (2025). Chebyshev-based cascaded single-stage distributed amplifier design for enhanced gain and bandwidth control. COMPEL - The International Journal for Computation and Mathematics in Electrical and Electronic Engineering, 44(6), 928–944. https://doi.org/10.1108/COMPEL-03-2025-0108

Androutsopoulos, J. (2007). Game language: The sociolinguistics of language use in online games. Journal of English Linguistics, 35(2), 173–193.

Chaer, A. (2009). Psikolinguistik: Tinjauan Teoritik. PT Rineka Cipta.

Charlina; Nabila; Oktanur, Ory Dwi; Sari, Tiara Yuyun; Zaini, N. (2022). Analisis Campur Kode dan Alih Kode dalam Program Game Show TWK Season 2 pada Akun Youtube Narasi. 10, 71–77.

Dharmawan, M. Y. (2025). Pola Komunikasi Pemain Dalam Interaksi Virtual di Server Kota Baru Role Play Game GTA V. IAIN Curup.

Fajri, Lalu Muhammad Ilham; Puspitasari, Yulina; Irfansyah, Muhammad Zulfa, Wijiarko, Tegar, Rahmawati, L. E. (2022). Perilaku Berbahasa Youtuber Gaming Mobile Legend. Jurnal Literasi, 6(April 2022), 86–94.

Harley, T. A. (2014). The Psychology of Language: From Data to Theory (Fourth edi). Psychology Press.

Hermawan, Adi Irwan; Rumaf, Nouval; Putra, T. Y. (2020). Analisis Abbreviation Bahasa game Online pada Permainan Mobile Legend (Kajian Morfologi). Jurnal Frasa: Jurnal Keilmuan Bahasa, Sastra, Dan Pengajarannya, 1 (2), Agu(1), 8–18.

Jap, T., Tiatri, S., Jaya, E. S., & Suteja, M. S. (2013). The Development of Indonesian Online Game Addiction Questionnaire. PLoS ONE, 8, e61098. http://dx.doi.org/10.1371/journal.pone.0061098

Levelt, W. J. M. (2000). Speaking: From Intention to Articulation. MIT Press.

Miles, M. B., Huberman, A. M., & Saldaña, J. (2014). Qualitative Data Analysis: A Methods Sourcebook (3rd.ed.). SAGE Publications.

Muysken, P. (2000). Bilingual speech: A typology of code-mixing. Cambridge University Press.

Pickering, M., & Garrod, S. (2013). Joint action: Coordinating within the language system. Frontiers in Psychology, 4(293), 1–11.

Reynhat, M., Gusar, S., & Simanungkalit, K. E. (2021). Campur Kode Dan Fungsinya Dalam Komunitas Pemain Mobile Legend Bang Bang : Kajian Etno Sosiopragmatik. 4(2).

Rokhmawati, N. A., & Madura, U. T. (2023). Analisis Civic Virtue dalam Berbahasa Secara Digital Terhadap Pemain Game Online Mobile Legends: Bang Bang. 02(1), 68–72.

Setyaningsih, Pauline Dewi Juliani; Sudiyana. Benedictus; Kusumaningsih, D. (2024). Kosakata Ideologi dalam Alat Peraga Kampanye Pemilu 2-24: Analisis Praktik Kreativitas Bahasa. Ranah: Jurnal Kajian Bahasa, 13, 17–32.

Son, S., Kang, A. R., Kim, H., Kwon, T., Park, J., & Kim, H. K. (2012). Analysis of Context Dependence in Social Interaction Networks of a Massively Multiplayer Online Role-Playing Game. PLoS ONE, 7, e33918. http://dx.doi.org/10.1371/journal.pone.0033918

Tamimi, S., & Saddhono, K. (2024). Analisis Campur Kode dalam Tuturan Komentator pada Game Ketujuh Grand Final M5 World Championship. 266–277.

Vasalou, A., Joinson, A. N., & Courvoisier, D. (2010). The Effect of Time Pressure and Communication Mode on Self-Disclosure and Intimacy. Computers in Human Behavior, 26(4), 775–783.

Wardhaugh, R., & Fuller, J. M. (2015). An Introduction to Sociolinguistics (7th.ed.). Wiley Blackwell.

Published
2025-11-30
How to Cite
Hasanah, N., Mulyana, E., & Qinantri, H. (2025). Eksplorasi Tuturan dan Dinamika Bahasa Remaja di Dunia Game Online: Perspektif Psikolinguistik. JURNALISTRENDI : JURNAL LINGUISTIK, SASTRA, DAN PENDIDIKAN, 10(2), 510-518. https://doi.org/10.51673/jurnalistrendi.v10i2.2646